Purely to prevent scanning the entire file if there is no limit when the user accidentally hits the root folder!
Other than that, when there are many image files, it is fortunate that there is no problem with the spine itself.
I learn a way I never thought of. Thank you
ly0738

- 24 авг 2021
- Регистрация: 12 янв 2021
- Изменено
Hello.
We are using a lot of skins and images in one spine project. You probably saw it on the previous issue
By the way, when adding an image, the following situation occurred with a warning window saying that there were more than 2000 images one day.
I solved it by disabling the Limit scanning option in Images, but I wonder why the Limit scanning option is needed in Spine.
And I am wondering if it can solve the problem by simply turning off Limit Scanning. Is there any problem?Thank you!
Thank you very much for always the best answer.
If only the atlas information used for runtime repacking was put in atlas.txt, an import error occurred because there were no other regions. To bypass that, I changed only the coordinates of the runtime repacking regions in the existing atlas.txt, and it seems to work well.
It seems I didn't think of making the skin System.Serializable!
Thank you.Thank you so much for your kind answer.
Do you mean avoiding creating any altas? Neither in Spine, nor Unity's Sprite Atlas?
=> Yes avoiding createing any atlas.
If I simply move scene a -> b, it's a very easy situation.
But our situation depends on the scene and platform.
For example
Scene a is
Customize various costumes with the PC costume tool, pack the results, and save the results
I'm trying to get (by requesting the server) the contents packed in scene b, which is used on mobile, at runtime.(Repacking at runtime is not only disconnected from mobile, but also turns off the app. It uses a 15-sheet 2048 atlas file.
If you can't imagine the situation, it would be convenient to confirm that I sent the Spine data by email because Nate asked for our Spine file due to a problem with Spine 4.0 beta export.)The current situation seems to have succeeded in creating an atlas file by taking all region information from the repacked skin and making it in runtime to fit the spine atlas file (.atlas.txt). (Refer to the load function in atlas.cs in spine-unity.)
To summarize what I did,
- After choosing all the clothes in scene a
- Save 1 repacked png file
- Create atlas.txt in scene A with regions of the repacked skin object (see load function of atlas.cs in spine-unity, see Atlas export format)
Unity seems to recognize the atlas.txt of my repack.
But I don't know what to do as there is no repacked object of type skin in scene b.
Because scene a and scene b are independent.
I want to do something like thisSkeletonAnimation.Skeleton.SetSkin(RepackedSkin); //RepackedSkin is a skin packed in `a scene`
I think this is the
"save all slot's attachments of a skeleton to disk"
you mentioned.
How should I save it?Thank you!
Let’s go over the top,
Is there a way to just completely avoid using the Atlas?
And can the information repacked at runtime be stored locally and used it?
For example scenario
After changing clothes in scene A, when it is finished, save the repacked result.
Using what was saved in scene B.thank you!
plz check my email- Изменено
Hi!
I am a programmer using Spine with Unity.
Our project allows you to put on a variety of clothes for your Spine character.
That is why the folder structure is as follows.-outer -outer1.png ... -acc -acc_ring.png -vest -top -bottom -hair -nose -mouth ....
There are so many types, so there are only 1500 png files.
So, when packing, the same kind of clothes are packed together, and a total of 18 files of 2048 size come out.
(For example, one texture has only pants, another texture has only a dress.)
However, in the game, only one of the many clothes is used.
Therefore, when you are done wearing clothes, a lot of draw calls occur and the heat of the mobile device becomes severe.
(Runtime repacking is turned off on phones below Galaxy S8.)
By not using the atlas, it would be good to reduce the draw call even if there are many exported textures.
Is it possible to export without using the atlas in Spine?
And can I use it in Unity?- Изменено
Hi
http://esotericsoftware.com/forum/Spine-Export-is-too-Long-15406
As shown in the link, I updated and exported the latest beta, and it worked out so well!
(It's gotten much faster..)
And I am greedy, export with rotate' option.
thenSpine Launcher 4.0.20 Esoteric Software LLC (C) 2013-2020 | http://esotericsoftware.com Windows 10 Pro amd64 10.0 NVIDIA Corporation, GeForce GTX 1050/PCIe/SSE2, 4.6.0 NVIDIA 456.71 Starting: Spine 4.0.54-beta Professional Spine 4.0.54-beta Professional Licensed to: *****, ***** Started. OpenAL 1.1, Default audio device Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Packing... Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-2.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-3.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-4.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-5.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-6.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-7.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-8.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-9.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-10.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-11.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-12.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-13.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-14.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-15.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-16.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-17.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-18.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-19.png Writing 2048x2048: E:\spine\01_character\01_base_character\c41\unity_export\c41-20.png Packing... Automatic backup complete. Packing... Packing... Packing... Packing... Packing... WARNING: Extremely slow file system access: E:/spine/01_character/01_base_character/c41/./images WARNING: Memory usage: Available / max: 772.1 kB / 2.1 GB (0.0%) Allocated / max: 2.1 GB / 2.1 GB (100.0%) Used / allocated: 2.1 GB / 2.1 GB (100.0%) WARNING: Memory usage: Available / max: 2.4 MB / 2.1 GB (0.1%) Allocated / max: 2.1 GB / 2.1 GB (100.0%) Used / allocated: 2.1 GB / 2.1 GB (99.9%) ERROR: Error handling error: [error] at s.HyN.Z(_:243) at s.fpM._(_:595) at s.fpM.<init>(_:428) at s.BfP.F(_:121) at s.xgL._(_:37) at s.FQR._(_:76) at s.FQR._(_:40) at java.lang.ThreadGroup.uncaughtException(Unknown Source) at java.lang.ThreadGroup.uncaughtException(Unknown Source) at java.lang.Thread.dispatchUncaughtException(Unknown Source) WARNING: Memory usage: Available / max: 947.8 kB / 2.1 GB (0.0%) Allocated / max: 2.1 GB / 2.1 GB (100.0%) Used / allocated: 2.1 GB / 2.1 GB (100.0%) ERROR: Error handling error: [error] at s.HyN.Z(_:243) at s.fpM._(_:595) at s.fpM.<init>(_:428) at s.BfP.F(_:121) at s.xgL._(_:37) at s.FQR._(_:76) at s.FQR._(_:40) at java.lang.ThreadGroup.uncaughtException(Unknown Source) at java.lang.ThreadGroup.uncaughtException(Unknown Source) at java.lang.Thread.dispatchUncaughtException(Unknown Source) ERROR: Error handling error: [error] at s.HyN.Z(_:243) at s.fpM._(_:595) at s.fpM.<init>(_:428) at s.BfP.F(_:121) at s.xgL._(_:37) at s.FQR._(_:76) at s.FQR._(_:40) at java.lang.ThreadGroup.uncaughtException(Unknown Source) at java.lang.ThreadGroup.uncaughtException(Unknown Source) at java.lang.Thread.dispatchUncaughtException(Unknown Source) ERROR: An unexpected error has occurred: [OutOfMemoryError] Java heap space at java.util.ArrayList.<init>(Unknown Source) at s.Kfq._(_:113) at s.Kfq._(_:286) at s.bOy._(_:423) at s.TkJ._(_:116) at s.fnk._(_:483) at s.fnk._(_:460) at 0x00000001006ad440.run(Unknown Source) at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) at java.lang.Thread.run(Unknown Source)
That's error look's like memory is not enough.
so, can I increase memory when exporting?Oh thank you, I'll export it tomorrow!
Thank you for quick response.
There is also a way to export as a rectangle, but as you mentioned, I want to use Texture Packer Pro. How do I use it with spine?- Изменено
Good morning.
I am a programmer who makes games with a cool tool called Spine.
Since our project wants to be able to customize each of the skins, Spine has a lot of skins. (More than 1500 png files only)
Previously, it was selected well even if it took an hour when exporting,
Even if you export for about 12 hours recently, it is still in progress.
The export json format is as below.How can I reduce it even a little?
Spine version is 3.8.99 professional
{ "class": "export-binary", "name": "Binary", "project": "E:\\spine\\01_character\\01_base_character\\c41\\c41.spine", "output": "E:\\spine\\01_character\\01_base_character\\c41\\unity_export", "open": false, "extension": ".skel.bytes", "nonessential": false, "cleanUp": true, "packAtlas": { "stripWhitespaceX": true, "stripWhitespaceY": true, "rotation": false, "alias": true, "ignoreBlankImages": true, "alphaThreshold": 3, "minWidth": 2048, "minHeight": 2048, "maxWidth": 2048, "maxHeight": 2048, "pot": true, "multipleOfFour": false, "square": true, "outputFormat": "png", "jpegQuality": 0.9, "premultiplyAlpha": true, "bleed": false, "scale": [ 1 ], "scaleSuffix": [ "" ], "scaleResampling": [ "bicubic" ], "paddingX": 2, "paddingY": 2, "edgePadding": true, "duplicatePadding": false, "filterMin": "Linear", "filterMag": "Linear", "wrapX": "ClampToEdge", "wrapY": "ClampToEdge", "format": "RGBA8888", "atlasExtension": ".atlas.txt", "combineSubdirectories": false, "flattenPaths": false, "useIndexes": false, "debug": false, "fast": true, "limitMemory": false, "currentProject": true, "packing": "polygons", "silent": false, "ignore": false, "bleedIterations": 2 }, "packSource": "attachments", "packTarget": "perskeleton", "warnings": true }